#include #include #include #include "glad/gl.h" #include "opengl.h" #include "directxmath/directxmath.h" #include "test.h" #include "font.h" #include "data.inc" struct location { struct { unsigned int position; unsigned int normal; unsigned int texture; unsigned int block_position; unsigned int block_id; //unsigned int configuration; } attrib; struct { unsigned int transform; unsigned int terrain_sampler; } uniform; }; // state static unsigned int test_program; static struct location location; struct char_tpl { const char * vtx; const char * cfg; }; static const int region_count = 4; static const char_tpl vertex_paths[] = { { "minecraft/region.0.0.instance.vtx", "minecraft/region.0.0.instance.cfg" }, { "minecraft/region.-1.0.instance.vtx", "minecraft/region.-1.0.instance.cfg" }, { "minecraft/region.0.-1.instance.vtx", "minecraft/region.0.-1.instance.cfg" }, { "minecraft/region.-1.-1.instance.vtx", "minecraft/region.-1.-1.instance.cfg" }, }; static unsigned int vertex_array_object; static unsigned int per_instance_vertex_buffers[region_count]; static unsigned int index_buffer; static unsigned int per_vertex_buffer; static const int vertex_size = 8; static const int per_vertex_size = (3 + 3 + 2) * 2; static const int custom_block_types = 3; static const int instance_cfg_length = 64 + custom_block_types; struct instance_cfg { struct region_instance { int instance_count; int offset; } cfg[instance_cfg_length]; }; static instance_cfg instance_cfg[region_count]; void load_program() { unsigned int program = compile_from_files("shader/test.vert", NULL, //"shader/test.geom", "shader/test.frag"); location.attrib.position = glGetAttribLocation(program, "Position"); location.attrib.normal = glGetAttribLocation(program, "Normal"); location.attrib.texture = glGetAttribLocation(program, "Texture"); location.attrib.block_position = glGetAttribLocation(program, "BlockPosition"); location.attrib.block_id = glGetAttribLocation(program, "BlockID"); printf("attributes:\n position %u\n normal %u\n texture %u\n block_position %u\n block_id %u\n\n", location.attrib.position, location.attrib.normal, location.attrib.texture, location.attrib.block_position, location.attrib.block_id); location.uniform.transform = glGetUniformLocation(program, "Transform"); location.uniform.terrain_sampler = glGetUniformLocation(program, "TerrainSampler"); printf("uniforms:\n transform %u\n terrain_sampler %u\n", location.uniform.transform, location.uniform.terrain_sampler); test_program = program; } void load_per_instance_vertex_buffer(int i) { int vertex_buffer_data_size; void * vertex_buffer_data = read_file(vertex_paths[i].vtx, &vertex_buffer_data_size); glBindBuffer(GL_ARRAY_BUFFER, per_instance_vertex_buffers[i]); glBufferData(GL_ARRAY_BUFFER, vertex_buffer_data_size, vertex_buffer_data, GL_STATIC_DRAW); free(vertex_buffer_data); glBindBuffer(GL_ARRAY_BUFFER, 0); } void load_per_vertex_buffer() { int vertex_buffer_data_size; void * vertex_buffer_data = read_file("minecraft/per_vertex.vtx", &vertex_buffer_data_size); glBindBuffer(GL_ARRAY_BUFFER, per_vertex_buffer); glBufferData(GL_ARRAY_BUFFER, vertex_buffer_data_size, vertex_buffer_data, GL_STATIC_DRAW); free(vertex_buffer_data); glBindBuffer(GL_ARRAY_BUFFER, 0); } void load_index_buffer() { int index_buffer_data_size; void * index_buffer_data = read_file("minecraft/configuration.idx", &index_buffer_data_size); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_buffer_data_size, index_buffer_data, GL_STATIC_DRAW); free(index_buffer_data); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } void load_vertex_attributes() { glGenVertexArrays(1, &vertex_array_object); glBindVertexArray(vertex_array_object); glVertexBindingDivisor(0, 0); glVertexBindingDivisor(1, 1); glEnableVertexAttribArray(location.attrib.position); glVertexAttribFormat(location.attrib.position, 3, GL_HALF_FLOAT, GL_FALSE, 0); glVertexAttribBinding(location.attrib.position, 0); glEnableVertexAttribArray(location.attrib.normal); glVertexAttribFormat(location.attrib.normal, 3, GL_HALF_FLOAT, GL_FALSE, 6); glVertexAttribBinding(location.attrib.normal, 0); glEnableVertexAttribArray(location.attrib.texture); glVertexAttribFormat(location.attrib.texture, 2, GL_HALF_FLOAT, GL_FALSE, 12); glVertexAttribBinding(location.attrib.texture, 0); glEnableVertexAttribArray(location.attrib.block_position); glVertexAttribFormat(location.attrib.block_position, 3, GL_SHORT, GL_FALSE, 0); glVertexAttribBinding(location.attrib.block_position, 1); glEnableVertexAttribArray(location.attrib.block_id); glVertexAttribFormat(location.attrib.block_id, 1, GL_UNSIGNED_BYTE, GL_FALSE, 6); glVertexAttribBinding(location.attrib.block_id, 1); glBindVertexArray(0); } void load_instance_cfg(int i) { int data_size; void * data = read_file(vertex_paths[i].cfg, &data_size); assert(data_size == (sizeof (struct instance_cfg))); memcpy(&instance_cfg[i], data, data_size); } void load_buffers() { load_vertex_attributes(); // per-vertex buffer glGenBuffers(1, &per_vertex_buffer); load_per_vertex_buffer(); // per-instance buffer glGenBuffers(region_count, per_instance_vertex_buffers); for (int i = 0; i < region_count; i++) { load_per_instance_vertex_buffer(i); load_instance_cfg(i); } // index buffer glGenBuffers(1, &index_buffer); load_index_buffer(); } static unsigned int texture; void load_textures() { glGenTextures(1, &texture); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); int texture_data_size; void * texture_data = read_file("minecraft/terrain.data", &texture_data_size); assert(texture_data != NULL); int width = 256; int height = 256; glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_data); free(texture_data); glBindTexture(GL_TEXTURE_2D, 0); } static unsigned int textures_ubo; void load_texture_shader_storage() { unsigned int buffer; glGenBuffers(1, &buffer); glBindBuffer(GL_UNIFORM_BUFFER, buffer); int textures_data_size; void * textures_data = read_file("minecraft/block_id_to_texture_id.data", &textures_data_size); assert(textures_data != NULL); glBufferData(GL_UNIFORM_BUFFER, textures_data_size, textures_data, GL_STATIC_DRAW); free(textures_data); textures_ubo = buffer; } extern "C" { void * SDL_GL_GetProcAddress(const char *proc); } struct view_state { XMVECTOR up; XMVECTOR eye; XMVECTOR forward; XMVECTOR direction; float fov; float pitch; }; view_state view_state; font::font ter_8x16 = {}; void load() { fprintf(stderr, "getproc %p\n", SDL_GL_GetProcAddress); gladLoadGL((GLADloadfunc)SDL_GL_GetProcAddress); load_program(); load_buffers(); load_textures(); view_state.up = XMVectorSet(0.0f, 0.0f, 1.0f, 0.0f); view_state.eye = XMVectorSet(0, 0, 0, 1); view_state.forward = XMVectorSet(1, 0, 0, 0); view_state.direction = view_state.forward; view_state.pitch = 0.0; view_state.fov = 1.5; //load_texture_shader_storage(); //unsigned int textures_layout = glGetUniformBlockIndex(test_program, "TexturesLayout"); //glUniformBlockBinding(test_program, textures_layout, 0); //printf("textures_layout %d\n", textures_layout); ////////////////////////////////////////////////////////////////////// // font ////////////////////////////////////////////////////////////////////// font::load_element_buffer(); font::load_shader(); ter_8x16 = font::load_font(font::ter_8x16); } float _ry = 0.0; void update(float lx, float ly, float rx, float ry, float tl, float tr, int up, int down, int left, int right) { //view_state.yaw += rx; XMMATRIX mrz = XMMatrixRotationZ(rx * -0.035); view_state.forward = XMVector3Transform(view_state.forward, mrz); XMVECTOR normal = XMVector3NormalizeEst(XMVector3Cross(view_state.forward, view_state.up)); view_state.pitch += ry * -0.035; if (view_state.pitch > 1.5f) view_state.pitch = 1.5f; if (view_state.pitch < -1.5f) view_state.pitch = -1.5f; XMMATRIX mrn = XMMatrixRotationAxis(normal, view_state.pitch); view_state.direction = XMVector3Transform(view_state.forward, mrn); view_state.eye += view_state.forward * -ly + normal * lx + view_state.up * (tl - tr); float new_fov = view_state.fov + 0.01 * up + -0.01 * down; if (new_fov > 0.00001f) { view_state.fov = new_fov; } } static inline int popcount(int x) { return __builtin_popcount(x); } void asdf(char * const buf, char const * const label, char const * const format, float value) { const int label_length = strlen(label); memcpy(buf, label, label_length); int len = snprintf(&buf[label_length], 511 - label_length, format, value); buf[label_length + len] = 0; } void draw_hud() { char buf[512]; float y = 10.0f; asdf(buf, "fov: ", "%.3f", view_state.fov); font::draw_string(ter_8x16, buf, 10, y); y += ter_8x16.desc->glyph_height; asdf(buf, "pitch: ", "%.9f", view_state.pitch); font::draw_string(ter_8x16, buf, 10, y); y += ter_8x16.desc->glyph_height; } void draw() { XMVECTOR at = XMVectorAdd(view_state.eye, view_state.direction); XMMATRIX view = XMMatrixLookAtRH(view_state.eye, at, view_state.up); float fov_angle_y = XMConvertToRadians(45 * view_state.fov); float aspect_ratio = 1.0; float near_z = 1.0; float far_z = 0.1; XMMATRIX projection = XMMatrixPerspectiveFovRH(fov_angle_y, aspect_ratio, near_z, far_z); XMMATRIX transform = view * projection; glClearColor(0.1f, 0.1f, 0.1f, 0.1f); glClearDepth(-1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(test_program); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_GREATER); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture); glUniformMatrix4fv(location.uniform.transform, 1, false, (float *)&transform); glUniform1i(location.uniform.terrain_sampler, 0); //glBindBuffer(GL_UNIFORM_BUFFER, textures_ubo); //glBindBufferBase(GL_UNIFORM_BUFFER, 0, textures_ubo); //glEnable(GL_CULL_FACE); //glCullFace(GL_FRONT); //glFrontFace(GL_CCW); glBindVertexArray(vertex_array_object); glBindVertexBuffer(0, per_vertex_buffer, 0, per_vertex_size); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer); for (int region_index = 0; region_index < region_count; region_index++) { glBindVertexBuffer(1, per_instance_vertex_buffers[region_index], 0, vertex_size); ////////////////////////////////////////////////////////////////////// // cube blocks ////////////////////////////////////////////////////////////////////// for (int configuration = 1; configuration < 64; configuration++) { int element_count = 6 * popcount(configuration); const void * indices = (void *)((ptrdiff_t)index_buffer_configuration_offsets[configuration]); // index into configuration.idx int instance_count = instance_cfg[region_index].cfg[configuration].instance_count; int base_instance = instance_cfg[region_index].cfg[configuration].offset / vertex_size; // index into region.0.0.instance.vtx if (instance_count == 0) continue; glDrawElementsInstancedBaseInstance(GL_TRIANGLES, element_count, GL_UNSIGNED_BYTE, indices, instance_count, base_instance); } ////////////////////////////////////////////////////////////////////// // custom blocks ////////////////////////////////////////////////////////////////////// for (int i = 0; i < custom_block_types; i++) { int element_count = index_buffer_custom_offsets[i].count; const void * indices = (void *)((ptrdiff_t)index_buffer_custom_offsets[i].offset); int instance_count = instance_cfg[region_index].cfg[64 + i].instance_count; int base_instance = instance_cfg[region_index].cfg[64 + i].offset / vertex_size; // index into region.0.0.instance.vtx if (instance_count == 0) continue; glDrawElementsInstancedBaseInstance(GL_TRIANGLES, element_count, GL_UNSIGNED_BYTE, indices, instance_count, base_instance); } } }